private void AssignPointers()
 {
     for (int i = 0; i < elements.Count; i++)
     {
         if (elements[i].attribute != 0xffffffff)
         {
             OpenGL.glEnableVertexAttribArray(elements[i].attribute);
             if (elements[i].gl_type == OpenGL.Const.GL_INT)
             {
                 OpenGL.glVertexAttribIPointer(elements[i].attribute, elements[i].dimensions, elements[i].gl_type, size_of_t, elements[i].offset_value);
             }
             else
             {
                 OpenGL.glVertexAttribPointer(elements[i].attribute, elements[i].dimensions, elements[i].gl_type, OpenGL.boolean.FALSE, size_of_t, elements[i].offset_value);
             }
         }
     }
 }